1 float autocvar_g_vehicles_crush_dmg;
2 float autocvar_g_vehicles_crush_force;
4 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
5 void vehicles_return();
6 void vehicles_clearrturn();
9 .entity AuxiliaryXhair[MAX_AXH];
11 float SendAuxiliaryXhair(entity to, float sf)
14 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
16 WriteByte(MSG_ENTITY, self.cnt);
18 WriteCoord(MSG_ENTITY, self.origin_x);
19 WriteCoord(MSG_ENTITY, self.origin_y);
20 WriteCoord(MSG_ENTITY, self.origin_z);
22 WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
23 WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
24 WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
29 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
33 axh_id = bound(0, axh_id, MAX_AXH);
34 axh = own.AuxiliaryXhair[axh_id];
36 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
40 axh.drawonlytoclient = own;
42 Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
48 own.AuxiliaryXhair[axh_id] = axh;
52 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
53 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
54 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
58 WriteByte(MSG_ONE, SVC_TEMPENTITY);
59 WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
61 WriteByte(MSG_ONE, axh_id);
63 WriteCoord(MSG_ONE, loc_x);
64 WriteCoord(MSG_ONE, loc_y);
65 WriteCoord(MSG_ONE, loc_z);
67 WriteByte(MSG_ONE, rint(clr_x * 255));
68 WriteByte(MSG_ONE, rint(clr_y * 255));
69 WriteByte(MSG_ONE, rint(clr_z * 255));
74 void CSQCVehicleSetup(entity own, float vehicle_id)
78 WriteByte(MSG_ONE, SVC_TEMPENTITY);
79 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
80 WriteByte(MSG_ONE, vehicle_id);
86 void vehicles_locktarget2(float incr, float decr, float _lock_time)
88 if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
89 self.lock_target = world;
91 if(trace_ent != world)
93 if(teams_matter && trace_ent.team == self.team)
96 if(trace_ent.deadflag != DEAD_NO)
99 if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
103 if(self.lock_time > time)
106 /*if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
107 self.lock_strength = min(self.lock_strength - decr, 1);
108 else if(trace_ent.deadflag != DEAD_NO)
109 self.lock_strength = min(self.lock_strength - decr, 1);*/
111 if(self.lock_target == world && trace_ent != world)
112 self.lock_target = trace_ent;
114 // Have a locking target
115 // Trace hit current target
116 if(trace_ent == self.lock_target && trace_ent != world)
118 self.lock_strength = min(self.lock_strength + incr, 1);
119 if(self.lock_strength == 1)
120 self.lock_time = time + _lock_time;
124 self.lock_strength = max(self.lock_strength - decr, 0);
126 if(self.lock_strength == 0)
127 self.lock_target = world;
132 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
133 self.owner.vehicle_##fld = self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld
135 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
136 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
137 if(trace_fraction != 1) \
138 acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
140 float force_fromtag_power;
141 float force_fromtag_normpower;
142 vector force_fromtag_origin;
143 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
145 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
146 v_forward = normalize(v_forward) * -1;
147 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
149 force_fromtag_power = (1 - trace_fraction) * max_power;
150 force_fromtag_normpower = force_fromtag_power / max_power;
152 return v_forward * force_fromtag_power;
155 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
158 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
159 v_forward = normalize(v_forward) * -1;
160 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
162 if(trace_fraction == 1.0)
164 force_fromtag_normpower = -0.25;
168 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
169 force_fromtag_normpower = force_fromtag_power / max_power;
171 return v_forward * force_fromtag_power;
174 // Better way of determening whats crushable needed! (fl_crushable?)
175 float vehicles_crushable(entity e)
177 if(e.classname == "corpse")
180 if(e.classname == "player")
183 if(e.classname == "monster_zombie")
189 void vehicles_enter();
190 void vehicles_touch()
192 // Vehicle currently in use
195 // Colided with world?
198 // Apply velocity based self damage here
202 if(other.vehicle_flags & VHF_ISVEHICLE)
204 //other.velocity += self.velocity * (self.mass / other.mass);
206 else if(vehicles_crushable(other))
208 if(vlen(self.velocity) != 0)
209 Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_SBCRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
216 if(other.classname != "player")
219 if(other.deadflag != DEAD_NO)
222 if(other.vehicle != world)
225 // Remove this when bots know how to use vehicles.
226 if (clienttype(other) != CLIENTTYPE_REAL)
232 void vehicles_enter()
234 // Remove this when bots know how to use vehicles
235 if (clienttype(other) != CLIENTTYPE_REAL)
238 if(self.phase > time)
243 if(self.team != other.team)
247 self.switchweapon = other.switchweapon;
249 self.vehicle_hudmodel.viewmodelforclient = self.owner;
250 self.event_damage = vehicles_damage;
252 self.owner.angles = self.angles;
253 self.owner.takedamage = DAMAGE_NO;
254 self.owner.solid = SOLID_NOT;
255 self.owner.movetype = MOVETYPE_NOCLIP;
256 self.owner.alpha = -1;
257 self.owner.vehicle = self;
258 self.owner.event_damage = SUB_Null;
259 self.owner.view_ofs = '0 0 0';
260 self.colormap = self.owner.colormap;
262 self.tur_head.colormap = self.owner.colormap;
264 self.owner.hud = self.hud;
265 self.owner.PlayerPhysplug = self.PlayerPhysplug;
267 self.owner.vehicle_ammo1 = self.vehicle_ammo1;
268 self.owner.vehicle_ammo2 = self.vehicle_ammo2;
269 self.owner.vehicle_reload1 = self.vehicle_reload1;
270 self.owner.vehicle_reload2 = self.vehicle_reload2;
272 other.flags &~= FL_ONGROUND;
273 self.flags &~= FL_ONGROUND;
275 self.team = self.owner.team;
276 self.flags -= FL_NOTARGET;
279 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
280 WriteEntity(MSG_ONE, self.vehicle_viewport);
282 WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
285 WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
286 WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
287 WriteAngle(MSG_ONE, 0); // roll
291 WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
292 WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
293 WriteAngle(MSG_ONE, self.angles_y); // yaw
294 WriteAngle(MSG_ONE, 0); // roll
297 vehicles_clearrturn();
299 CSQCVehicleSetup(self.owner, self.hud);
301 if(self.vehicle_enter)
302 self.vehicle_enter();
305 void vehicles_exit(float eject)
307 self.flags |= FL_NOTARGET;
311 msg_entity = self.owner;
312 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
313 WriteEntity( MSG_ONE, self.owner);
315 WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
316 WriteAngle(MSG_ONE, 0); // tilt
317 WriteAngle(MSG_ONE, self.angles_y); // yaw
318 WriteAngle(MSG_ONE, 0); // roll
320 setsize(self.owner, PL_MIN,PL_MAX);
322 self.owner.takedamage = DAMAGE_AIM;
323 self.owner.solid = SOLID_SLIDEBOX;
324 self.owner.movetype = MOVETYPE_WALK;
325 self.owner.effects &~= EF_NODRAW;
326 self.owner.alpha = 1;
327 self.owner.PlayerPhysplug = SUB_Null;
328 self.owner.vehicle = world;
329 self.owner.view_ofs = PL_VIEW_OFS;
330 self.owner.event_damage = PlayerDamage;
331 self.owner.hud = HUD_NORMAL;
332 self.owner.switchweapon = self.switchweapon;
335 self.vehicle_hudmodel.viewmodelforclient = self;
336 self.tur_head.nodrawtoclient = self;
338 self.phase = time + 1;
343 if(self.vehicle_exit)
344 self.vehicle_exit(eject);
350 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
352 if(self.regen_field < field_max)
353 if(self.timer + rpause < time)
355 self.regen_field = min(self.regen_field + regen * delta_time, field_max);
358 self.owner.regen_field = self.regen_field / field_max;
362 void shieldhit_think()
372 self.nextthink = time + 0.1;
376 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
380 self.dmg_time = time;
382 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
384 if (wasfreed(self.tur_head.enemy) || self.tur_head.enemy == world)
386 self.tur_head.enemy = spawn();
387 self.tur_head.enemy.effects = EF_LOWPRECISION;
390 setmodel(self.tur_head.enemy, "models/vhshield.md3");
391 setattachment(self.tur_head.enemy, self, "");
393 self.tur_head.enemy.colormod = '1 1 1';
394 self.tur_head.enemy.alpha = 0.45;
395 self.tur_head.enemy.scale = 256 / vlen(self.maxs - self.mins);
396 self.tur_head.enemy.angles = vectoangles(normalize(hitloc - self.origin)) - self.angles;
397 self.tur_head.enemy.think = shieldhit_think;
398 self.tur_head.enemy.nextthink = time;
400 self.vehicle_shield -= damage;
401 if(self.vehicle_shield < 0)
403 self.tur_head.enemy.colormod = '2 0 0';
404 ddmg_take = fabs(self.vehicle_shield);
405 self.vehicle_shield = 0;
406 self.tur_head.enemy.alpha = 0.75;
407 self.vehicle_health -= ddmg_take;
411 self.vehicle_health -= damage;
413 self.velocity += force * (vlen(force) / self.mass);
417 self.movetype &~= MOVETYPE_TOSS;
420 if(self.vehicle_health <= 0)
423 if(self.vehicle_flags & VHF_DEATHEJECT)
424 vehicles_exit(VHEF_EJECT);
426 vehicles_exit(VHEF_RELESE);
432 void vehicles_return()
434 pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
435 self.enemy.think = self.use;
436 self.enemy.nextthink = time;
440 void vehicles_clearrturn()
443 // Remove "return helper", if any.
444 ret = findchain(classname, "vehicle_return");
447 if(ret.enemy == self)
449 ret.think = SUB_Remove;
450 ret.nextthink = time + 0.1;
457 void vehicles_setreturn(float retime, void() respawn_proc)
459 vehicles_clearrturn();
461 if (self.deadflag == DEAD_NO)
466 ret.classname = "vehicle_return";
468 ret.think = vehicles_return;
469 ret.nextthink = time + retime;
470 ret.use = respawn_proc;
474 float vehicles_customizeentityforclient()
476 if(self.deadflag == DEAD_DEAD)
482 void vehicles_configcheck(string configname, float check_cvar)
485 localcmd(strcat("exec ", configname, "\n"));
488 void vehicles_reset_colors()
491 float _effects, _colormap;
492 vector _glowmod, _colormod;
494 if(autocvar_g_nodepthtestplayers)
495 _effects = EF_NODEPTHTEST;
497 if(autocvar_g_fullbrightplayers)
498 _effects |= EF_FULLBRIGHT;
501 _colormap = 1024 + (self.team - 1) * 17;
508 // Find all ents attacked to main model and setup effects, colormod etc.
509 e = findchainentity(tag_entity, self);
512 e.effects = _effects;
513 e.colormod = _colormod;
514 e.colormap = _colormap;
520 self.effects = _effects;
521 self.colormod = _colormod;
522 self.colormap = _colormap;
525 self.avelocity = '0 0 0';
526 self.velocity = '0 0 0';
530 float vehicle_initialize(string net_name,
544 void(float extflag) exitfunc,
548 addstat(STAT_HUD, AS_INT, hud);
549 addstat(STAT_VEHICLESTAT_HEALTH, AS_FLOAT, vehicle_health);
550 addstat(STAT_VEHICLESTAT_SHIELD, AS_FLOAT, vehicle_shield);
551 addstat(STAT_VEHICLESTAT_ENERGY, AS_FLOAT, vehicle_energy);
553 addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
554 addstat(STAT_VEHICLESTAT_RELOAD1, AS_FLOAT, vehicle_reload1);
556 addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
557 addstat(STAT_VEHICLESTAT_RELOAD2, AS_FLOAT, vehicle_reload2);
561 error("vehicles: missing bodymodel!");
564 error("vehicles: missing hudmodel!");
567 self.netname = self.classname;
569 self.netname = net_name;
571 if(self.team && !teams_matter)
574 self.vehicle_flags |= VHF_ISVEHICLE;
576 setmodel(self, bodymodel);
578 self.vehicle_viewport = spawn();
579 self.vehicle_hudmodel = spawn();
580 self.tur_head = spawn();
581 self.tur_head.owner = self;
582 self.takedamage = DAMAGE_AIM;
583 self.bot_attack = TRUE;
584 self.iscreature = TRUE;
587 self.customizeentityforclient = vehicles_customizeentityforclient;
588 self.vehicle_die = dieproc;
589 self.vehicle_exit = exitfunc;
590 self.vehicle_enter = enterproc;
591 self.PlayerPhysplug = physproc;
592 self.event_damage = vehicles_damage;
593 self.touch = vehicles_touch;
594 self.think = spawnproc;
595 self.nextthink = time;
597 if(autocvar_g_nodepthtestplayers)
598 self.effects = self.effects | EF_NODEPTHTEST;
600 if(autocvar_g_fullbrightplayers)
601 self.effects = self.effects | EF_FULLBRIGHT;
603 setmodel(self.vehicle_hudmodel, hudmodel);
604 setmodel(self.vehicle_viewport, "null");
608 setmodel(self.tur_head, topmodel);
609 setattachment(self.tur_head, self, toptag);
610 setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
611 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
615 setattachment(self.tur_head, self, "");
616 setattachment(self.vehicle_hudmodel, self, hudtag);
617 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
620 setsize(self, min_s, max_s);
623 setorigin(self, self.origin);
624 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
625 setorigin(self, trace_endpos);
628 self.pos1 = self.origin;
629 self.pos2 = self.angles;
637 self.vehicle_exit = self.vehicle_exit;
638 self.vehicle_enter = self.vehicle_exit;
639 self.vehicle_die = self.vehicle_exit;
640 self.vehicle_spawn = self.vehicle_exit;
641 self.AuxiliaryXhair = self.AuxiliaryXhair;